@Nathan Jurgens @Homunk The problem in the SP with RE is that the API does not transfer the scenario correctly when it comes from Steamworkshop. I will build in the Konfiguiration times a parameter with which you can override the savegame. This must then be done manually, and with each new savegame again, but it is the only solution to get to the right RE files Here is the logfile from my start with RE (from Workshop) in SP -> no scenario infos :-( Code: 19-20:24:54.438 22_24 -LOG- {EmpyrionScripting} InitGameDependedData [ForceInit:True]: AppFolder.Content:C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Content AppFolder.Mod:C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Content/Mods AppFolder.Root:C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/.. AppFolder.SaveGame:C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Saves/Games/RE-SP AppFolder.Dedicated: AppFolder.Cache:C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Saves/Cache AppFolder.ActiveScenario: -> CurrentScenario: ... 19-20:24:54.439 22_24 -LOG- {EmpyrionScripting} LocalisationData from 'C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Content\Extras\Localization.csv' 19-20:24:54.506 22_24 -LOG- {EmpyrionScripting} EmpyrionScripting ReadConfigEcf: ContentPath:C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Content Scenario: -> 19-20:24:54.508 22_24 -LOG- {EmpyrionScripting} ReadBlockMappingFile: BlockIdMapping API:[3354] 19-20:24:54.512 22_24 -LOG- {EmpyrionScripting} ReadBlockMappingFile: BlockIdMapping FileC:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Saves/Games/RE-SP\blocksmap.dat:[3354] 19-20:24:54.513 22_24 -LOG- {EmpyrionScripting} ReadEcfFiles 19-20:24:54.513 22_24 -LOG- {EmpyrionScripting} EmpyrionScripting C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Content\Configuration\Templates.ecf: start 19-20:24:54.529 22_24 -LOG- {EmpyrionScripting} EmpyrionScripting C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Content\Configuration\Templates.ecf: #456 19-20:24:54.529 22_24 -LOG- {EmpyrionScripting} EmpyrionScripting C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Content\Configuration\BlocksConfig.ecf: start 19-20:24:54.631 22_24 -LOG- {EmpyrionScripting} EmpyrionScripting C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Content\Configuration\BlocksConfig.ecf: #2186 19-20:24:54.631 22_24 -LOG- {EmpyrionScripting} EmpyrionScripting C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Content\Configuration\ItemsConfig.ecf: start 19-20:24:54.675 22_24 -LOG- {EmpyrionScripting} EmpyrionScripting C:\SteamGames\steamapps\common\Empyrion - Galactic Survival\Client/../Content\Configuration\ItemsConfig.ecf: #639
I test in SP and then play in MP (on a server with the scripting installed) Doe not work at all in SP and half works in MP (the two new Eden Forge weapons are missing but was find when they were using 8.1 script) But most likely a setup issue, will play around with it.
Using your script, I got it to work, but I have to dock exactly (as in -10,128,22) I just need to learn how to change the test to a range (2 blocks range) Code: {{~set 'HA2' False}} {{~set 'LimitToType' 'CV'}} <align=center><color=white>Hanger 2 {{#sort E.S.DockedE 'Name'}}{{#each .}} {{#globaltostructpos @root.E.S Pos}} {{#test x eq -10}} {{#test y eq 128}} {{#test z eq 22}} {{~set 'HA2' True}} {{/test}}{{/test}}{{/test}} {{/globaltostructpos}} {{#ok @root.Data.HA2}} {{Name}}<color=red> {{~#if S.IsPowerd}} !! ON !! {{/if}} {{~use S.FuelTank}}<color=green> ☢{{~math Content '/' Capacity}} {{~format . '{0,8:P2} '}}</color> {{~/math}}{{/use}} {{~use S.OxygenTank}}<color=#2ECCFA>✇ {{~math Content '/' Capacity}} {{~format . '{0,8:P2} '}} {{~/math}}{{/use}}</color> {{~use S.PentaxidTank}}<color=purple>⚛ {{~math Content '/' Capacity}} {{~format . '{0,8:P2} '}} {{~/math}}</color> {{~/use}} {{/ok}} {{/each}}{{/sort}}
@Nathan Jurgens @Homunk Fix for SP scenarion path API bug https://github.com/GitHub-TC/EmpyrionScripting/releases/tag/9.1.4 e.g. here my RE 1.7 scenario folder Code: in my savegame "...Empyrion - Galactic Survival\Saves\Games\RE-SP\Mods\EmpyrionScripting\Configuration.json" "OverrideScenarioPath": "C:\\SteamGames\\steamapps\\workshop\\content\\383120\\2550354956",
Hi Astic, where in Configuration.json would I place: "OverrideScenarioPath": "C:\\SteamGames\\steamapps\\workshop\\content\\383120\\2550354956", Forget this post. I found it and got it to work.
With the lastest patch, I have got everything working in both SP and MP. Thanks again for all the hard work. Really love the slowed down recycle, you can watch as it delayers ships, very very cool. The auto harvesting working perfectly. The only script here I have not got to work is Name: Dynamic Transfer/Sorting System
Now that I have all the scripts working, I wonder wonder what else can be done. When a ship detects you, it gets ! in its name and that means its coming in to attack. Can that be 'detected' in a script? So I can make a red alert script that only trigger when something is 3km away and is going to attack? (going to have it changes all internal lights to flashing red) Also anyway to 'read' what a repair bay block wants to do a repair and then transfer what is needs to the the repair bay from a cargo container?
Unfortunately the answer to both questions is no, the API in the current version does not allow this. :-(
ExternalData access to EmpyrionGalaxyNavigator ExternalDataSupport for EmpyrionGalaxyNavigator https://github.com/GitHub-TC/EmpyrionGalaxyNavigator/releases EmpyrionScripting: https://github.com/GitHub-TC/EmpyrionScripting https://github.com/GitHub-TC/EmpyrionScripting/releases
Updated Vega AI with navigation data in HUD https://steamcommunity.com/sharedfiles/filedetails/?id=2227639387
Is the X,Y,Z location of the pilot known in variables? I have two pilot controls (one forward facing, one rear) And I want to turn on the main guns depending on which is being used. I can turn off all guns (when no pilot) but I really need to find his location before I can script the rest.
EmpyrionScripting: 9.2.2 with player/pilot "Position" property https://github.com/GitHub-TC/EmpyrionScripting/releases/tag/9.2.2
Wow, Thank you. I have used so many of your scripts in my Battle Carrier. Thanks again https://steamcommunity.com/sharedfiles/filedetails/?id=2802720553 I have tried to name and edit all the scripts in my Battle Carrier to make it easy for people to copy the code. Really want to see more servers using your scripts. I used edited Radar scripts on my server (I copy the CV scripts subfolder to SV so SV can use them too and add the Reforge Eden Long Ranger scanner to the list of valid blocks)
Has anyone figured out Name: Dynamic Transfer/Sorting System or another sorting system? I would love to look at it and use if possible? I am not much of a scripter/coder.
player/pilot "Position" property is the X,Y,Z location in the playfield, so I just minus the E.Pos current X,Y,Z in the playfield to get a location of the player/pilot relative to the structure, or is there coordinates from the point of view of the structure already of the player like globaltostructpos Code: {{set 'MiningCockpit' False}} {{~#test (calc E.S.Pilot.Position.X '-' E.Pos.X) geq 35}} {{~#test (calc E.S.Pilot.Position.X '-' E.Pos.X) leq 36}} {{~#test (calc E.S.Pilot.Position.Y '-' E.Pos.Y) geq 17}} {{~#test (calc E.S.Pilot.Position.Y '-' E.Pos.Y) leq 18}} {{~#test (calc E.S.Pilot.Position.Z '-' E.Pos.Z) geq 43}} {{~#test (calc E.S.Pilot.Position.Z '-' E.Pos.Z) leq 44}} {{set 'MiningCockpit' True}} {{/test}}{{/test}}{{/test}}{{/test}}{{/test}}{{/test}} Cause that code, I would expect the output to be fixed, but moving the ship around the difference between the pilot location and the ship change too much
Code: {{fontsize 4}} {{set 'PSTL' '4148,4099,4116,4126,4110,4131,4156'}} {{set 'AR' '4111,4120,4132,4150,4102,4133'}} {{set 'SHTGN' '4100,4105,4123,4154'}} {{set 'MINI' '4101,4149'}} {{set 'LSRRF' '4112,4122,4134,4124,4157'}} {{set 'SNPRL' '4103,4114,4121,4151'}} {{set 'RCKTL' '4106,4129,4130,4161,4147'}} {{set 'PSMCNN' '4113,4125,4160'}} {{set 'Tools' '4107,4115,4118,4119,4127,4135,4136,4137,4135,4158,4128'}} {{#items E.S 'Box-Input'}} {{#test Id in @root.data.PSTL}} {{move this @root.E.S 'Pistols' 10000}} {{SourceE.Name}}:{{Source}}-> {{~DestinationE.Name}}:{{Destination}} {{format Count '{0,5}'}} : {{i18n Id 'English'}} {{/move}}{{else}} {{#test Id in @root.data.AR}} {{move this @root.E.S 'AutoRifles'}} {{SourceE.Name}}:{{Source}}-> {{~DestinationE.Name}}:{{Destination}} {{format Count '{0,5}'}} : {{i18n Id 'English'}} {{/move}}{{else}} {{#test Id in @root.data.SHTGN}} {{move this @root.E.S 'Shotguns'}} {{SourceE.Name}}:{{Source}}-> {{~DestinationE.Name}}:{{Destination}} {{format Count '{0,5}'}} : {{i18n Id 'English'}} {{/move}}{{else}} {{#test Id in @root.data.MINI}} {{move this @root.E.S 'MiniGun'}} {{SourceE.Name}}:{{Source}}-> {{~DestinationE.Name}}:{{Destination}} {{format Count '{0,5}'}} : {{i18n Id 'English'}} {{/move}}{{else}} {{#test Id in @root.data.LSRRF}} {{move this @root.E.S 'LaserRifle'}} {{SourceE.Name}}:{{Source}}-> {{~DestinationE.Name}}:{{Destination}} {{format Count '{0,5}'}} : {{i18n Id 'English'}} {{/move}}{{else}} {{#test Id in @root.data.SNPRL}} {{move this @root.E.S 'SniperRifle'}} {{SourceE.Name}}:{{Source}}-> {{~DestinationE.Name}}:{{Destination}} {{format Count '{0,5}'}} : {{i18n Id 'English'}} {{/move}}{{else}} {{#test Id in @root.data.RCKTL}} {{move this @root.E.S 'RocketLauncher'}} {{SourceE.Name}}:{{Source}}-> {{~DestinationE.Name}}:{{Destination}} {{format Count '{0,5}'}} : {{i18n Id 'English'}} {{/move}}{{else}} {{#test Id in @root.data.PSMCNN}} {{move this @root.E.S 'PlasmaCannon'}} {{SourceE.Name}}:{{Source}}-> {{~DestinationE.Name}}:{{Destination}} {{format Count '{0,5}'}} : {{i18n Id 'English'}} {{/move}}{{else}} {{#test Id in @root.data.Tools}} {{move this @root.E.S 'Tools'}} {{SourceE.Name}}:{{Source}}-> {{~DestinationE.Name}}:{{Destination}} {{format Count '{0,5}'}} : {{i18n Id 'English'}} {{/move}}{{/test}}{{/test}}{{/test}}{{/test}}{{/test}}{{/test}}{{/test}}{{/test}}{{/test}}{{/test}}{{/test}}{{/item}} I need to make this a bit smaller? I am very new to coding / scripting, any help would be appreciated. Plus I have a bunch more to add to it, like ores, ingots, crafting matts, more ammos, so any way to put the PSTL, AR, ... into another screen, any help really.
The mod already groups of lot of ids together so you do not need to create your own custom list since they are already created in the Configuration file You can add your own directly to that file so you do not need to define them in the code Eg "Ids": { "Ore": ",AluminiumOre,CobaltOre,CopperOre,ErestrumOre,GoldOre,IronOre,MagnesiumOre,NeodymiumOre,PentaxidOre,PromethiumOre,SiliconOre,TitanOre,ZascosiumOre,",